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Returning to the Adventure Kit Program

When I first started thinking about the Adventure Kit project (long before C# was invented), I knew that I wanted a reusable adventure engine. I wanted to have a game engine that was really easy to use with a mouse, and I wanted to encourage users to build their own adventures. The process began by my thinking about how the adventure would be organized. I thought about an adventure as a series of rooms. Each room could have multiple choices, and the user could wander through the rooms to get a sense of space. A group of rooms would form a dungeon (although the game doesn’t have to take place in a dungeon–that just seems like a good collective noun for a bunch of adventure rooms!). The user should be able ...

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